<!doctype html>
<!--
Copyright 2017 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<html>
  <head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
    <meta name="mobile-web-app-capable" content="yes">
    <meta name="apple-mobile-web-app-capable" content="yes">

    <!-- Origin Trial Token, feature = WebVR (For Chrome M59+), origin = https://webvr.info, expires = 2017-10-13 -->
    <meta http-equiv="origin-trial" data-feature="WebVR (For Chrome M59+)" data-expires="2017-10-13" content="Aqw0TUvp8CwZmgIS50pM1blhzy05y7OkBeW3AQQGjer4KuKV0p13xfrRbe2bT8B1+DgRW0O3Dda0yOjcL46GBwgAAABMeyJvcmlnaW4iOiJodHRwczovL3dlYnZyLmluZm86NDQzIiwiZmVhdHVyZSI6IldlYlZSMS4xIiwiZXhwaXJ5IjoxNTA3ODU5MDE4fQ==">

    <title>XX - 360 Video</title>

    <!--
      This sample demonstrates how to render a 360 degree panoramic video in VR.
    -->

    <style>
      #webgl-canvas {
        box-sizing: border-box;
        height: 100%;
        left: 0;
        margin: 0;
        position: absolute;
        top: 0;
        width: 100%;
      }
    </style>

    <!-- This entire block in only to facilitate dynamically enabling and
    disabling the WebVR polyfill, and is not necessary for most WebVR apps.
    If you want to use the polyfill in your app, just include the js file and
    everything will work the way you want it to by default. -->
    <script>
      var WebVRConfig = {
        // Prevents the polyfill from initializing automatically.
        DEFER_INITIALIZATION: true,
        // Ensures the polyfill is always active when initialized, even if the
        // native API is available. This is probably NOT what most pages want.
        POLYFILL_MODE: "ALWAYS",
        // Polyfill optimizations
        DIRTY_SUBMIT_FRAME_BINDINGS: true,
        BUFFER_SCALE: 0.75,
      };
    </script>
    <script src="js/third-party/webvr-polyfill.js"></script>
    <script src="js/third-party/wglu/wglu-url.js"></script>
    <script>
      // Dynamically turn the polyfill on if requested by the query args.
      if (WGLUUrl.getBool('polyfill', false)) {
        InitializeWebVRPolyfill();
      } else {
        // Shim for migration from older version of WebVR. Shouldn't be necessary for very long.
        InitializeSpecShim();
      }
    </script>
    <!-- End sample polyfill enabling logic -->

    <script src="js/third-party/gl-matrix-min.js"></script>

    <script src="js/third-party/wglu/wglu-program.js"></script>
    <script src="js/third-party/wglu/wglu-stats.js"></script>

    <script src="js/vr-panorama.js"></script>
    <script src="js/vr-samples-util.js"></script>
  </head>
  <body>
    <canvas id="webgl-canvas"></canvas>
    <script>
      /* global mat4, vec3, VRPanorama, WGLUStats, VRSamplesUtil */
      (function () {
      "use strict";

      var vrDisplay = null;
      var frameData = null;
      var projectionMat = mat4.create();
      var poseMat = mat4.create();
      var viewMat = mat4.create();
      var vrPresentButton = null;

      // ================================================================
      // WebGL and WebAudio scene setup. This code is not WebVR specific.
      // ================================================================

      // WebGL setup.
      var gl = null;
      var panorama = null;
      var stats = null;

      function onContextLost( event ) {
        event.preventDefault();
        console.log( 'WebGL Context Lost.' );
        gl = null;
        panorama = null;
        stats = null;
      }

      function onContextRestored( event ) {
        console.log( 'WebGL Context Restored.' );
        init(vrDisplay ? vrDisplay.capabilities.hasExternalDisplay : false);
      }

      var webglCanvas = document.getElementById("webgl-canvas");
      webglCanvas.addEventListener( 'webglcontextlost', onContextLost, false );
      webglCanvas.addEventListener( 'webglcontextrestored', onContextRestored, false );

      function getDefaultVideo() {
        const video = document.createElement( "video" );
        if(video.canPlayType('video/mp4; codecs="mp4v.20.8"')) {
          return "media/textures/vr_bench_man.mp4";
        } else if (video.canPlayType('video/webm; codecs="vp8, vorbis"')) {
          return "media/textures/vr_bench_man.webm";
        } else {
          VRSamplesUtil.addError("No supported video available", 3000);
          return null;
        }
      }

      function init (preserveDrawingBuffer) {
        var glAttribs = {
          alpha: false,
          antialias: false,
          preserveDrawingBuffer: preserveDrawingBuffer
        };
        gl = webglCanvas.getContext("webgl", glAttribs);
        if (!gl) {
          gl = webglCanvas.getContext("experimental-webgl", glAttribs);
          if (!gl) {
            VRSamplesUtil.addError("Your browser does not support WebGL.");
            return;
          }
        }
        gl.enable(gl.DEPTH_TEST);
        gl.enable(gl.CULL_FACE);

        panorama = new VRPanorama(gl);

        var defaultVideo = getDefaultVideo();
        var videoUrl = WGLUUrl.getString(
            'videoUrl', defaultVideo);
        panorama.setVideo(videoUrl).catch(
            function(error) {
              if (error instanceof MediaError && error.code === 4) {
                panorama.setVideo(defaultVideo);
              }
            });

        var enablePerformanceMonitoring = WGLUUrl.getBool(
            'enablePerformanceMonitoring', false);
        stats = new WGLUStats(gl, enablePerformanceMonitoring);

        // Wait until we have a WebGL context to resize and start rendering.
        window.addEventListener("resize", onResize, false);
        onResize();
        window.requestAnimationFrame(onAnimationFrame);
      }

      // ================================
      // WebVR-specific code begins here.
      // ================================

      function onVRRequestPresent () {
        vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () {
        }, function (err) {
          var errMsg = "requestPresent failed.";
          if (err && err.message) {
            errMsg += "<br/>" + err.message
          }
          VRSamplesUtil.addError(errMsg, 2000);
        });
      }

      function onVRExitPresent () {
        if (!vrDisplay.isPresenting)
          return;

        vrDisplay.exitPresent().then(function () {
        }, function () {
          VRSamplesUtil.addError("exitPresent failed.", 2000);
        });
      }

      function onVRPresentChange () {
        onResize();

        if (vrDisplay.isPresenting) {
          if (vrDisplay.capabilities.hasExternalDisplay) {
            VRSamplesUtil.removeButton(vrPresentButton);
            vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent);
          }
        } else {
          if (vrDisplay.capabilities.hasExternalDisplay) {
            VRSamplesUtil.removeButton(vrPresentButton);
            vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
          }
        }
      }

      if (navigator.getVRDisplays) {
        frameData = new VRFrameData();

        navigator.getVRDisplays().then(function (displays) {
          if (displays.length > 0) {
            vrDisplay = displays[displays.length - 1];
            vrDisplay.depthNear = 0.1;
            vrDisplay.depthFar = 1024.0;

            init(true);

            if (vrDisplay.capabilities.canPresent)
              vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);

            // For the benefit of automated testing. Safe to ignore.
            if (vrDisplay.capabilities.canPresent && WGLUUrl.getBool('canvasClickPresents', false))
              webglCanvas.addEventListener("click", onVRRequestPresent, false);

            window.addEventListener('vrdisplaypresentchange', onVRPresentChange, false);
            window.addEventListener('vrdisplayactivate', onVRRequestPresent, false);
            window.addEventListener('vrdisplaydeactivate', onVRExitPresent, false);
          } else {
            init(false);
            VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000);
          }
        }, function () {
          VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
        });
      } else if (navigator.getVRDevices) {
        init(false);
        VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info.");
      } else {
        init(false);
        VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
      }

      function onResize () {
        if (vrDisplay && vrDisplay.isPresenting) {
          var leftEye = vrDisplay.getEyeParameters("left");
          var rightEye = vrDisplay.getEyeParameters("right");

          webglCanvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2;
          webglCanvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight);
        } else {
          webglCanvas.width = webglCanvas.offsetWidth * window.devicePixelRatio;
          webglCanvas.height = webglCanvas.offsetHeight * window.devicePixelRatio;
        }
      }

      function getPoseMatrix (out, pose) {
        // When rendering a panorama ignore the pose position. You want the
        // users head to stay centered at all times. This would be terrible
        // advice for any other type of VR scene, by the way!
        var orientation = pose.orientation;
        if (!orientation) { orientation = [0, 0, 0, 1]; }
        mat4.fromQuat(out, orientation);
        mat4.invert(out, out);
      }

      function onAnimationFrame (t) {
        // do not attempt to render if there is no available WebGL context
        if (!gl || !stats || !panorama) {
          return;
        }
        stats.begin();

        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        if (vrDisplay) {
          vrDisplay.requestAnimationFrame(onAnimationFrame);

          vrDisplay.getFrameData(frameData);

          // FYI: When rendering a panorama do NOT use view matricies directly!
          // That will make the viewer feel like their head is trapped in a tiny
          // ball, which is usually not the desired effect. Instead, render both
          // eyes from a single viewpoint.
          getPoseMatrix(viewMat, frameData.pose);

          if (vrDisplay.isPresenting) {
            gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height);
            panorama.render(frameData.leftProjectionMatrix, viewMat);

            gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height);
            panorama.render(frameData.rightProjectionMatrix, viewMat);

            vrDisplay.submitFrame();
          } else {
            gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
            mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
            panorama.render(projectionMat, viewMat);
            stats.renderOrtho();
          }
        } else {
          window.requestAnimationFrame(onAnimationFrame);

          // No VRDisplay found.
          gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
          mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
          mat4.identity(viewMat);
          panorama.render(projectionMat, viewMat);

          stats.renderOrtho();
        }

        stats.end();
      }
      })();
    </script>
  </body>
</html>
